#1 - April 30, 2012, 4:14 a.m.
Personally I love the direction we're headed in, but I don't think we're nearly there yet. There are a lot of things (specifically with talents and glyphs) that leave no choice or are just uninteresting/thoughtless. I'm hoping that we're just not completely fleshed out yet while they're working on other things and they will eventually get to us, because right now it feels like we need a lot of changes.
Spec/Class Feedback
The new changes did a lot for Elemental (I can't comment on Enhance as I haven't gotten a chance to play it, but I've heard they're doing better too); we now have a chance to actually kill things in PvP. I love the instant Lava Burst procs and the potential for more burst via cooldowns.
I hate the fact that Elemental still runs out of mana so fast though. Boomkins finally had a change and they are pretty much incapable of running out of mana now no matter how many dps OR healing spells they spam; why not give the same treatment to Elemental shamans? I think the mana gain from Thunderstorm should be GREATLY improved, or there needs to be a large mana return from Fulmination added into the game. Ele shamans should NOT be running out of mana just from dpsing, let alone from casting a few heals.
Resto is pretty much the same as ever with hardly any changes, so naturally we're still trying to get a tank cooldown and VIABLE spread raid healing (the glyph of Chaining right now is terrible for raid healing simply because there's a 6.5 second gap in between each Chain Heal if you use it on cooldown). The new Riptide glyph is very good -- so much so that it might be necessary -- but I really like having the OPTION to take the glyph so I don't have to have it for, say, PvP.
We're still largely behind in CC as a class. With MoP, a lot of classes gained more CC -- who already had more than we do, at that -- and even had their own CC improved. I think it's time we get a new form of CC so we stay competitive in end-game PvP. I am very worried that we will fall behind again if we don't have something to keep up with the other classes, whether it's a stun that we can actually GET off (Capacitor totem, your cast time saddens me) or an AoE freezing spell, as I mention below.
Totems
The new totem design is great; I love having meaningful cooldown totems to put down. However, the system itself doesn't feel complete. It doesn't feel quite right that fire totems aren't cooldown-centric like the rest of our totems. If Searing Flames is holding us back, they can tie it into something else and then finally change our fire totems to be meaningful too, such as damage increasers like Thrall's totem or cauterizing heals/damage. Fun things.
We only have one water totem (two if you count Mana Tide, which we have to talent into), while we have at least 3 totems in every other slot. We should have at least one other water totem in the arsenal to even it out a little. It could even fix certain class issues -- like the fact that we don't have much for CC. An AoE CC (that isn't a root) would be great for a water totem, maybe something kind of like Ring of Frost. Though really I would prefer CC that wasn't attached to totems that die so fast...
Which leads me to the fact that our totems still die way too easily. People can simply turn around an one-or two-shot our totems (if you have the glyph, which was nerfed for some reason) with white hits still... now that totems are attached to meaningful cooldowns, they shouldn't be killed so easily. I think we should be given a cooldown to make our totems invincible/invisible for a short time to at least try to combat this, or the HP needs to be increased by a lot. A stoneclaw effect with a 100% chance to stun someone when they attack our totems would be another alternative.
Talents up next!